
;  "final force mugen"
;  version :	X.XX
;----------------------------
[Info]
name = "FINAL FORCE"          
author = "GULTHOR" 
mugenversion = 1.0
localcoord   = 320,240
;----------------------------
[Files]
spr = data/system.sff            ;Filename of sprite data
snd = data/system.snd            ;Filename of sound data
logo.storyboard = logoFFM.def ;MUGEN_Intro.def  ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard =       ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def         ;Character and stage selection list
fight = fight.def          ;Fight definition filename
font1 = font/f-4x6.fnt      ;System fonts
font2 = font/f-6x9.fnt      ;System fonts
font3 = font/jg.fnt         ;System fonts
font4 = font/qoh_big.fnt
font5 = font/qoh_sm~1.fnt
font6 = font/police6.fnt
font7 = font/police7.fnt

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = sound/sv.mp3
title.bgm.loop = 1        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
select.bgm = sound/15.mp3
select.bgm.loop = 1       ;*2001.04.01 NEW*
  ;Music to play at versus screen.
vs.bgm = sound/EVE.mp3
vs.bgm.loop = 1           ;*2001.04.01 NEW*
vs.bgm.volume = 999

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.pos = 158,190
menu.item.font = 5,0,0
menu.item.active.font = 6,0,0
menu.item.spacing = 5, 6
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS"
menu.itemname.teamarcade = "TEAM"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM EX"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL EX"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 0] ;fond rocheux
type  = anim
actionno = 1000
layerno = 0
start = -160,0
trans = add

[begin action 1000]
75,0,0,0,5, ,A
75,1,0,0,5, ,A
75,2,0,0,5, ,A
75,3,0,0,5, ,A
75,4,0,0,5, ,A
75,5,0,0,5, ,A
75,6,0,0,5, ,A
75,7,0,0,5, ,A


;------------------------------------------

[TitleBG 0a] 
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[TitleBG 0a] 
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[TitleBG 0a] 
type  = anim
actionno = 352
layerno = 0
start = 10,245
trans = add

[TitleBG 0a] 
type  = anim
actionno = 353
layerno = 0
start = -10,245
trans = add

[TitleBG 0] 
type = anim
layerno = 0
actionno = 1102
start = -160,0
trans = add

[begin action 1102]
1,9,0,0,10, ,A
1,10,0,0,10, ,S
1,9,0,0,10, ,S
1,10,0,0,10, ,A
1,9,0,0,10, ,S
1,10,0,0,10, ,S

[TitleBG 0]
type = normal
layerno = 0
spriteno = 1,10
start = -160,0
trans = add

[TitleBG 0] ;les persos
type = normal
layerno = 0
spriteno = 1000,7
start = -160,0
mask = 1
trans = sub

[TitleBG 0] ;les persos
type = normal
layerno = 0
spriteno = 1000,7
start = -159,-1
mask = 1
trans = add

[TitleBG 0]
type = anim
actionno = 1100
layerno = 0
start = -160,0
trans = add

[begin action 1100]
1,1,0,0,10, ,A
1,2,0,0,10, ,S
1,1,0,0,10, ,S
1,2,0,0,10, ,A

[TitleBG 0]
type = normal
layerno = 0
spriteno = 1,1
start = -160,0
mask = 1
trans = sub

[TitleBG 0] 
type = normal
layerno = 0
spriteno = 1,3
start = -160,170
trans = sub

;============== Screen Transitions ================

[TitleBG 1.b1]
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[TitleBG 1.b1]
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

;-------------------------------------------------------------------
[Select Info]

fadein.time = 15
fadeout.time = 15
rows = 5
columns = 501
wrapping = 1
pos = 128, 20
showemptyboxes = 0
moveoveremptyboxes = 0
cell.size = 0,40
cell.spacing = 0
;cell.bg.spr = 150,0
;cell.random.spr = 151,0
cell.random.switchtime = 5

p1.cursor.startcell = 0,0
p1.cursor.active.anim = 700
p1.cursor.done.spr = 700, 0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,5

p2.cursor.startcell = 0,0
p2.cursor.active.Anim = 701
p2.cursor.done.spr = 700,1
p2.cursor.blink = 1
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,5

random.move.snd.cancel = 1
stage.move.snd = 100,0
stage.done.snd = 100,1	
cancel.snd = 100,2

;---------- Portrait Data ------------
portrait.offset = 0,0
portrait.scale = 0,0
title.offset = 0,0        ;Position of title (Arcade Mode, etc)
title.font =  -1          ;Font of title (-1 for none)

;Portrait
p1.face.offset = 0,0
p1.face.facing = 1        
p1.face.scale = 0.75,0.75
p2.face.offset = 150,135	
p2.face.scale = 0.75,0.75
p2.face.facing = -1

;Name
;p1.name.offset = 0,120         ;Position to put name
;p1.name.font = 6,0,1            ;Set to -1 for no display
;p2.name.offset = 30,130
;p2.name.font = 6,0,1

;Stage select
stage.pos = 245,230
stage.active.font = 6,0
stage.active2.font = 6,0
stage.done.font = 6,0
;Sounds

;~~~~~~~~~~~ Team Menu ~~~~~~~~~~~~      
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 10, 20
p1.teammenu.bg.spr = 0,1
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = TEAM MODE
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = COMP MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 4,0, 1
p1.teammenu.item.active.font = 4,5, 1
p1.teammenu.item.active2.font = 4,0, 1
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 10, 150
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, 1
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.enemytitle.font = 4,0, 1
p2.teammenu.enemytitle.text = COMP MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 4,0, 1
p2.teammenu.item.active.font = 4,5, 1
p2.teammenu.item.active2.font = 4,0, 1
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = 60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = 60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = 6,0

[SelectBGdef]
bgclearcolor = 0,0,0

[begin action 700]
700,0,0,0,1

[begin action 701]
700,1,0,0,1

[SelectBG] ;fond bleu
type  = normal
spriteno = 750, 3
layerno = 0
start = -115,0
mask = 1

[SelectBG] ;coutour grand fond
type  = normal
spriteno = 750, 4
layerno = 1
start = -115,0
mask = 1

[SelectBG] ;fond bleu 1
type  = normal
spriteno = 750, 5
layerno = 0
start = -115,0
mask = 1

[SelectBG] ;contour petit fond
type  = normal
spriteno = 750, 6
layerno = 1
start = -115,0
mask = 1

[SelectBG] 
type  = normal
spriteno = 1000, 0
layerno = 0
start = 130,130
velocity = -0.5,0
tile = 1,0
mask = 1
;trans = add

[SelectBG] 
type  = anim
actionno = 1001
layerno = 0
start = -165,0
mask = 1
;trans = add

[Begin Action 1001]  ;animation fond
loopstart
78,0, 0,0, 3, ,A
78,1, 0,0, 3, ,A
78,2, 0,0, 3, ,A
78,3, 0,0, 3, ,A
78,4, 0,0, 3, ,A
78,5, 0,0, 3, ,A
78,6, 0,0, 3, ,A
78,7, 0,0, 3, ,A
78,8, 0,0, 3, ,A
78,9, 0,0, 3, ,A
78,10, 0,0, 3, ,A
78,11, 0,0, 3, ,A
78,12, 0,0, 3, ,A
78,13, 0,0, 3, ,A
78,14, 0,0, 3, ,A
78,15, 0,0, 3, ,A
78,16, 0,0, 3, ,A
78,17, 0,0, 3, ,A
78,18, 0,0, 3, ,A
78,19, 0,0, 3, ,A
78,20, 0,0, 3, ,A
78,21, 0,0, 3, ,A
78,22, 0,0, 3, ,A
78,23, 0,0, 3, ,A
78,24, 0,0, 3, ,A
78,25, 0,0, 3, ,A
78,26, 0,0, 3, ,A
78,27, 0,0, 3, ,A
78,28, 0,0, 3, ,A
78,29, 0,0, 3, ,A
78,30, 0,0, 3, ,A
78,31, 0,0, 3, ,A
78,32, 0,0, 3, ,A
78,33, 0,0, 3, ,A
78,34, 0,0, 3, ,A
78,35, 0,0, 3, ,A
78,36, 0,0, 3, ,A
78,37, 0,0, 3, ,A
78,38, 0,0, 3, ,A
78,39, 0,0, 3, ,A

;------------ Lightning ---------------

[SelectBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[SelectBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[SelectBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[SelectBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,82;Blank
350,0,0,0,2, ,A
-1,-1,0,0,2;Blank
350,0,0,0,2, ,A
350,1,0,0,2, ,A
-1,-1,0,0,2;Blank
350,1,0,0,2, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,H ,A
350,1,0,0,2,H ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,H ,A
-1,-1,0,0,112;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,61;Blank
350,0,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,V ,A
350,1,0,0,2,V ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,V ,A
-1,-1,0,0,61;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,36;Blank
350,0,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,0,0,0,2,VH ,A
350,1,0,0,2,VH ,A
-1,-1,0,0,2;Blank
350,1,0,0,2,VH ,A
-1,-1,0,0,66;Blank

;============== Screen Transitions ================

[SelectBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0

;-------------------------------------------------------------------
[VS Screen]
time = 800 ;590                ;Time to show screen
;Big portraits
;X,Y
p1.pos =  0,10 ;0, 31	;0,0
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*

p2.pos = 319,100 ;320,151 ;322,129
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1          ;*2001.04.01 NEW*
;Names
p1.name.pos  =  128,70 ;115,70
p1.name.font =   4,0,1
p2.name.pos  = 191,190 ;205,190
p2.name.font =   4,0,-1
p2.name.layerno = 1

;-----------------------
;VS Match up screen background
[VersusBGdef] 
bgclearcolor = 0,0,0	

;[VersusBG 1] 
;type = normal
;layerno = 0
;spriteno = 208,0
;start = -160,31
;trans = add

;[VersusBG 1]
;type = normal
;layerno = 0
;spriteno = 209,0
;start = -50,151 ;-40,151
;trans = add

[VersusBG 3] ;VS Logo
type  = Anim
actionno = 200
layerno = 1 ; Front
start = -160,90
mask = 1

[versusBG 1] ;fond versus
type  = anim
layerno = 0
actionno = 1002
start = -160,0
mask = 1

[Begin Action 200] ;VS ANIMATION
199,0, 0,0, 60
200,0, 0,0, 2
200,0, 0,0, 2
200,1, 0,0, 2
200,2, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2
200,5, 0,0, 2
200,6, 0,0, 2
200,7, 0,0, 2
200,8, 0,0, 2
200,9, 0,0, 2
200,10, 0,0, 2
200,11, 0,0, 2
200,12, 0,0, 2
200,13, 0,0, 2
200,14, 0,0, 2
200,15, 0,0, 2
200,24, 0,0, 8
200,18, 0,0, 2
200,19, 0,0, 2
200,20, 0,0, 2
200,21, 0,0, 2
200,22, 0,0, 2
200,23, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 999999      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 0      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 1               ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def          ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = 0
wintext.font = 7,0,0
wintext.offset = 160,65
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0              ;Set to 1 to show credits, 0 to disable
storyboard =             ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def             ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 10          ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef] 
bgclearcolor = 0,0,0

[OptionBG 1] ;fond option
type  = normal
layerno = 0
spriteno = 500,0
start = -300,0
mask = 1

[OptionBG 1] ;fond option 1
type  = anim
layerno = 0
actionno = 1002
start = -160,0
mask = 1


[Begin Action 1002]  ;animation fond
loopstart
77,0, 0,0, 3, ,A
77,1, 0,0, 3, ,A
77,2, 0,0, 3, ,A
77,3, 0,0, 3, ,A
77,4, 0,0, 3, ,A
77,5, 0,0, 3, ,A
77,6, 0,0, 3, ,A
77,7, 0,0, 3, ,A
77,8, 0,0, 3, ,A
77,9, 0,0, 3, ,A
77,10, 0,0, 3, ,A
77,11, 0,0, 3, ,A
77,12, 0,0, 3, ,A
77,13, 0,0, 3, ,A
77,14, 0,0, 3, ,A
77,15, 0,0, 3, ,A
77,16, 0,0, 3, ,A
77,17, 0,0, 3, ,A
77,18, 0,0, 3, ,A
77,19, 0,0, 3, ,A
77,20, 0,0, 3, ,A
77,21, 0,0, 3, ,A
77,22, 0,0, 3, ,A
77,23, 0,0, 3, ,A
77,24, 0,0, 3, ,A
77,25, 0,0, 3, ,A
77,26, 0,0, 3, ,A
77,27, 0,0, 3, ,A
77,28, 0,0, 3, ,A
77,29, 0,0, 3, ,A
77,30, 0,0, 3, ,A
77,31, 0,0, 3, ,A
77,32, 0,0, 3, ,A
77,33, 0,0, 3, ,A
77,34, 0,0, 3, ,A
77,35, 0,0, 3, ,A
77,36, 0,0, 3, ,A
77,37, 0,0, 3, ,A
77,38, 0,0, 3, ,A
77,39, 0,0, 3, ,A

;------------ Lightning ---------------

[OptionBG 0a] ;lightning (top right side)
type  = anim
actionno = 350
layerno = 0
start = 20,-40
trans = add

[OptionBG 0a] ;lightning (top left side)
type  = anim
actionno = 351
layerno = 0
start = -20,-40
trans = add

[OptionBG 0a] ;lightning (bottom right side)
type  = anim
actionno = 352
layerno = 0
start = 10,290
trans = add

[OptionBG 0a] ;lightning (bottom left side)
type  = anim
actionno = 353
layerno = 0
start = -10,290
trans = add

[begin action 350] ; Lightning 1 (top right side)
-1,-1,0,0,70;Blank
350,0,0,0,3, ,A
-1,-1,0,0,3;Blank
350,0,0,0,3, ,A
350,1,0,0,3, ,A
-1,-1,0,0,3;Blank
350,1,0,0,3, ,A

[begin action 351] ; Lightning 2 (top left side)
350,0,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,H ,A
350,1,0,0,3,H ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,H ,A
-1,-1,0,0,100;Blank

[begin action 352] ; Lightning 2 (bottom right side)
-1,-1,0,0,55;Blank
350,0,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,V ,A
350,1,0,0,3,V ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,V ,A
-1,-1,0,0,55;Blank

[begin action 353] ; Lightning 2 (bottom left side)
-1,-1,0,0,30;Blank
350,0,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,0,0,0,3,VH ,A
350,1,0,0,3,VH ,A
-1,-1,0,0,3;Blank
350,1,0,0,3,VH ,A
-1,-1,0,0,60;Blank

;============== Screen Transitions ================

[OptionBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-10
trans = add
tile = 1,0

[OptionBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-25
trans = add
tile = 1,0
